The Arcive of Official vBulletin Modifications Site.It is not a VB3 engine, just a parsed copy! |
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#21
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Synthesis: buy items to upgrade your weapon, an weapon can only be upgraded by specific items to add str/def/hp/mp or even skills
spell: of course the ACP has the ability to limit spells that can be brought along in battle I'm impressed with things you said you've done. What I like best from Bitsys' is everything is under control in the ACP so if you can then just make them editable for every little thing like exp gain per lvl,.... As I've said, without these I won't use it, gonna install a similar better one... hope all these features will be there. good luck |
#22
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So then I really dont ahve to do anything about the spell?
Cos as of now the admin can add categories for items, and choose if they are battle items or just there for showoff. Categories for items are: Non-battle Onehanded weapon Twohanded weapon Armor Spells +Atk +Def +Atk +Def And you can only bring as many spells into battle as there are White/Black magic categories. EXP Gain per level? This doesnt make sense. You mean exp gain per post/per win/etc thats already native as well. And by this "Job" stuff, do you mean like "Ex-Soldier", "Mercenary" and "White Mage" etc? Cos if you do then thats already in there, called "Classes", and there are 32 default Classes to choose from. |
#23
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I meant you can only have in your inventory a specified number of spells (the number is setable via ACP), and spells are required to have: Dark/White/Black... spell (since you've played FF I belive you can make it good ), some spell only cast on player status and some spells are useable by some class only. I can understand it's easy done with that categories for items.
I did mean EXP gain per level, I knew you have 'EXP gain per win/post' (please let admin have an options to disable/enable it), but you know, the leveling system it cannot be: you gain 100EXP and you level up, it's something like 100EXP at the first level, 200EXP at level 2 and so on....you need to raise the percent of EXP needing to level up. That's how a RPG game is as you may know. The Job stuff, right. it's what you said, but more details: a job require a level, a job has some unique and common skills, and a 'job tree' like class 1: Witch, class 2: Spell Caster, class 3: Magician, class 4: Wizard.... well that's it. If you need ideas, I can bring you all as I'm a RPG gamer ^^ |
#24
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As the admin can generate as many categories as he wants, and have the items in the categories be anything from the list above. And about the class usage, this is already also native whithin the RPG, BUT it requires admin configuration. There are such a thing as "Battle Type". Default is "Generic" for all, this means that everybody can use everything. You can add such battle types at will, and move a class into the specified battle type afterwards. After this then you can configure which battle type has access to the specified items. Quote:
And I believe what you say is already native as well, you can set a sort of a "Power level modifier", which controls how fast an user gain levels based on their experience. A value between 1 and 5 is required, integers only. 2 is the recommended value for easy to gain at start but then progresses to become harder. Quote:
At least the user setting part of it :ermm: Quote:
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#25
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i am Metal Gear the one doing the wbb version 3.0 will be late because a new version of wbb come out so have to do more porting
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#26
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if all of those thing was there and done, everything would be ok and I'm ready to use it ^^
about the job three, if you have level requirement then it's ok you don't have to code more. beyond that I'd like to have quest to change class, some classes require you do quests, quest like: have at least 500 posts, level 20, 10 wins (or 50% win rate) and/or 1000 point of reputations. you know FFX, don't you ? the weapon system of FFX is unique, a sword can have at least 2 slot and up to 4 slot to add new skills (empty slots) and some have default skills. well, that's it the Synthesis shop, combining items to add to weapons, there should be a list of abilities in the Synthesis shop like: 10%-20%-30%-40% HP/MP, Darkness/Death Strike, Auto-Haste.....(I demand most of the FFX Abilities, if you can't, I can list all). this would be big for coding but yeah we do need it. the summon section is already there right ? By the way, how is your progress ? |
#27
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This will be great for my Zelda forum how long you do think we have to wait
- TheLegendofLink.com |
#28
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Before I answer anything, lemme just forward a message from a female friend on MSN whos been reading this:
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But as soon as Im done with the tuneup of these files and got the build1 of this RPG released, I will chill out abit and plot the coding of the job system. Lets just say I got summit more than just your basic Jobs with class level ups planned. Course the admins will be able to set what level an user gets the new level of his job, and there will be a secret, hidden class level in it that not even the admin can set Quote:
plus to the HP, MP, well stats in general is very very very hard to do. You see, the RPG calculates an user's level in a function, namely getlevel() And if someone bought summit with stat increasing abilities, those stat gains would last for exactly the amount of time until the user updated his RPG stats, or posted a post. If I were to do this I would have to edit the function itself. Quote:
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Build 1 ETA is 14. August. "Why build 1?" Cos it is the basic convert. Its not phrased, apart from the Admin redirects. It does not have any of the above ideas. Its just a working version. Build 2 will be the same features, only fully phrased. (first I have to learn dynamic phrases, tho ) All of the above ideas will be released individually as addons, then when they are all done, Ill bring them all together info a "Gold" version. Better to have them come slow and working than fast and buggy eh Or summit like that. |
#29
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Why was I asking too much ? as you see there's an Inferno out there, it's a very good RPG. then if this hack is lack of RPG things then: 1st: most users here will just give it a read and "nice hack" or something like so; 2nd: everyone will be requesting you like hell "please add it, please make it....". so why don't you add it before the release instead ? it would make you have some beautiful relax. Ok, I've done with MySQL, but it's nothing if I know only MySQL. I'll deal with PHP absolutely, it's isn't hard but I need time, been playing games crazily. ok, if someone said my ideas was to be SO GREEDY, fine........ |
#30
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If I delay the release until its all done it could be fook knows how long till, as I have no idea how many bugs there will be during the making. School starts in less than 2 weeks, and with these new features I have to dabble in stuff I really havnt been into before. Wanna hear the list of things I have to do now in the future: - Site content - Forums in the opening - Final steps up to this release - Managing the release and any possible bugs/errors users may report - School - Learning dynamic phrases (never ever touched phrases before) - Almost recoding the entire class system in the rpg - Finishing up the addon I already started for my own forums - [insert all the other requests in this thread] - Battling my urge to play FFX-2 You understand why I want to split things up in smaller portions so I can do a little of everything? If this doesnt suit you or you not wanting to wait for addons to it so its free and as good as your precious Inferno, then go pay $10? Not trying to sound like an asshat, but the point being that "everything comes to ye who waits". |
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